On the one hand it is understandable. It became a standard during the last years, increasing atmosphere, perhaps the quality of the dialogue and finally...the costs . On the other hand though I'm not sure how good it will work within a game like Oblivion.
The previous TES-Games all had a massive amount of dialogue. The dialogue was repetitive and the dialogue system was just a catalogue with listed topics and few variety or depth. The dialogue system in Oblivion is said to be different - more quality, less quantity. Less topics, more choices - similar to BG or NWN. This made it possible to add sound to the whole dialogue. Unfortunately some immense limitations are "needed" to accomplishe that - according to the Bethesda dev Matt Ryan. Here's what he said on the TES-Forum:
Summarised:Very well, this is a good question with a few simple answers. As has been stated recently at one of the many E3 interviews, the dialogue takes up about half of the possible data space on the medium we'll be using for 360. Because of that, all the good juicy dialogue is reserved for quests. We don't wan to skimp on quest stories, do we?
The compass is easy to understand, there are no doubts as to anything the compass says. Directions by an NPC could be taken the wrong way. If things change place on the map of Tamriel during production (and believe me, they do) then we would need new dialogue to cover the new directions to the moved location. This increases production time and the necessity for more "Pick-ups" when we are done doing voice recording.
Those are a couple of good reasons (data space and design changes) why most quests use the compass.
- dialogue takes up half of the possible data space
- thus dialogue has to be limited
- directions given by NPCs can be unprecise or can become wrong after the gameworld was changed during development; plus: they take up data space and cost work
- a compass is included which shows the direction to "places of interest" or NPCs; things which are important for quests and such => replaces directions given by NPCs through dialogue
Now, I don't know what you think about that, but in my opinion that's anything but good. Personally I don't want to have a compass which shows me where to go. I want to explore, make faults, get lost. And I want the NPCs to give me directions. When I play a game I try to think myself into that world. Thus knowing where to go without being told is, in my humble opinion, crap and destroies my "feeling" of being in a different world.
The game is going to be released in Winter this year, 2005. I don't know a specific date, but this has been announced by Bethesda. When I look at such a trend, I tend to believe that they want the game being done this christmas. Period. I don't like that attitude and fear that there will be some negative tradeoffs needed. Negative for us.
What do you think?